Change how ticking works
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+89
-48
@@ -1,6 +1,13 @@
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import { TICK_DELTA } from "$/common/constants.ts";
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import type { ClientLevel } from "../level/client_level.ts";
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// anything that exists in the level and moves, like minecraft's Entity. position is the middle of its feet
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// how far inside a block face still counts as touching it, so boxes resting exactly on a face don't snag
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const EPSILON = 1e-7;
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// the two axes that aren't the one being moved along
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const OTHER_AXES = [[1, 2], [0, 2], [0, 1]] as const;
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// anything that exists in the level and moves, like minecraft's Entity. position is the middle of its feet.
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// it's simulated in fixed ticks (common/constants.ts), frames draw it between its last two positions
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export abstract class Entity {
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id: string;
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level: ClientLevel;
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@@ -8,6 +15,10 @@ export abstract class Entity {
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x = 0;
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y = 0;
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z = 0;
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// where it was at the start of the tick, what frames interpolate from
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prev_x = 0;
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prev_y = 0;
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prev_z = 0;
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// blocks per second
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vx = 0;
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vy = 0;
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@@ -39,62 +50,92 @@ export abstract class Entity {
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return this.colliding_y === 1;
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}
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// jumps there, without interpolating from where it was
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set_position(x: number, y: number, z: number) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.x = this.prev_x = x;
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this.y = this.prev_y = y;
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this.z = this.prev_z = z;
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}
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abstract tick(delta: number): void;
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// falls and moves by its velocity, stopping on each axis it would run into a block on
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move(delta: number) {
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this.vy += this.gravity * delta;
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this.colliding_x = this.vx !== 0 && this.#collides(this.x + this.vx * delta, this.y, this.z)
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? -Math.sign(this.vx)
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: 0;
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if (this.colliding_x !== 0) {
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this.vx = 0;
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}
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this.colliding_y = this.vy !== 0 && this.#collides(this.x, this.y + this.vy * delta, this.z)
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? -Math.sign(this.vy)
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: 0;
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if (this.colliding_y !== 0) {
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this.vy = 0;
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}
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this.colliding_z = this.vz !== 0 && this.#collides(this.x, this.y, this.z + this.vz * delta)
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? -Math.sign(this.vz)
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: 0;
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if (this.colliding_z !== 0) {
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this.vz = 0;
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}
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this.x += this.vx * delta;
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this.y += this.vy * delta;
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this.z += this.vz * delta;
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save_previous_position() {
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this.prev_x = this.x;
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this.prev_y = this.y;
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this.prev_z = this.z;
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}
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// whether the collision box at x/y/z overlaps any block, unloaded chunks included
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#collides(x: number, y: number, z: number) {
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const min_x = Math.floor(x - this.width / 2);
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const max_x = Math.floor(x + this.width / 2);
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const min_y = Math.floor(y);
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const max_y = Math.floor(y + this.height);
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const min_z = Math.floor(z - this.width / 2);
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const max_z = Math.floor(z + this.width / 2);
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// where to draw it, partial_tick is how far the frame is between the last tick and the next
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render_position(partial_tick: number) {
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return {
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x: this.prev_x + (this.x - this.prev_x) * partial_tick,
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y: this.prev_y + (this.y - this.prev_y) * partial_tick,
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z: this.prev_z + (this.z - this.prev_z) * partial_tick,
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};
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}
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for (let bx = min_x; bx <= max_x; bx++) {
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for (let by = min_y; by <= max_y; by++) {
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for (let bz = min_z; bz <= max_z; bz++) {
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if (this.level.get_block(bx, by, bz)) {
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return true;
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// one step of the game, TICK_DELTA seconds
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abstract tick(): void;
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// falls and moves by its velocity for one tick. like minecraft it moves along y, then x, then z, each time only
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// as far as it can before touching a block, and stops its velocity on the axes it hit something
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move() {
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// the average of this tick's start and end speed, so the arc is the same at any tick rate
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const wanted_y = (this.vy + this.gravity * TICK_DELTA / 2) * TICK_DELTA;
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this.vy += this.gravity * TICK_DELTA;
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const wanted = [this.vx * TICK_DELTA, wanted_y, this.vz * TICK_DELTA];
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const half = this.width / 2;
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const min = [this.x - half, this.y, this.z - half];
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const max = [this.x + half, this.y + this.height, this.z + half];
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const moved = [0, 0, 0];
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for (const axis of [1, 0, 2]) {
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const distance = this.#clip(min, max, axis, wanted[axis]);
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min[axis] += distance;
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max[axis] += distance;
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moved[axis] = distance;
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}
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const hit = (axis: number) => moved[axis] !== wanted[axis] ? -Math.sign(wanted[axis]) : 0;
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this.colliding_x = hit(0);
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this.colliding_y = hit(1);
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this.colliding_z = hit(2);
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if (this.colliding_x !== 0) this.vx = 0;
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if (this.colliding_y !== 0) this.vy = 0;
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if (this.colliding_z !== 0) this.vz = 0;
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this.x += moved[0];
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this.y += moved[1];
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this.z += moved[2];
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}
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// how far the box can go along an axis before it runs into a block, unloaded chunks included.
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// blocks it's already inside don't stop it, so it can get out of them
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#clip(min: number[], max: number[], axis: number, distance: number) {
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if (distance === 0) {
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return 0;
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}
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const [a, b] = OTHER_AXES[axis];
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const from = Math.floor(Math.min(min[axis], min[axis] + distance));
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const to = Math.floor(Math.max(max[axis], max[axis] + distance));
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const position = [0, 0, 0];
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for (let i = from; i <= to; i++) {
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for (let j = Math.floor(min[a] + EPSILON); j <= Math.floor(max[a] - EPSILON); j++) {
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for (let k = Math.floor(min[b] + EPSILON); k <= Math.floor(max[b] - EPSILON); k++) {
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position[axis] = i;
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position[a] = j;
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position[b] = k;
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if (!this.level.get_block(position[0], position[1], position[2])) {
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continue;
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}
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if (distance > 0 && i >= max[axis] - EPSILON) {
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distance = Math.min(distance, i - max[axis]);
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} else if (distance < 0 && i + 1 <= min[axis] + EPSILON) {
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distance = Math.max(distance, i + 1 - min[axis]);
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}
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}
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}
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}
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return false;
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return distance;
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}
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}
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@@ -3,8 +3,8 @@ import { InputManager } from "../input_manager.ts";
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import { ClientInventories } from "../inventory.ts";
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import { Player } from "./player.ts";
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// how often the position goes to the server
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const SEND_POSITION_INTERVAL = 1 / 10;
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// the position goes to the server every other tick
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const SEND_POSITION_TICKS = 2;
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// the player this client controls, like minecraft's LocalPlayer
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export class LocalPlayer extends Player {
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@@ -14,22 +14,22 @@ export class LocalPlayer extends Player {
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move_speed = 4;
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jump_force = 6.7;
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#send_timer = 0;
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#ticks_since_sent = 0;
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constructor(client: Client, id: string, name: string) {
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super(client.level, id, name);
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this.client = client;
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}
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tick(delta: number) {
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tick() {
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if (!this.client.screen) {
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this.#apply_input();
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}
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this.move(delta);
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this.#send_position(delta);
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this.move();
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this.#send_position();
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}
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// turns with the mouse, like minecraft's MouseHandler.turnPlayer
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// turns with the mouse every frame, not every tick, like minecraft's MouseHandler.turnPlayer
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turn(mouse_dx: number, mouse_dy: number) {
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this.yaw += -mouse_dx * 0.001;
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this.pitch += -mouse_dy * 0.001;
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@@ -75,12 +75,12 @@ export class LocalPlayer extends Player {
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}
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}
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#send_position(delta: number) {
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this.#send_timer += delta;
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if (this.#send_timer < SEND_POSITION_INTERVAL) {
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#send_position() {
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this.#ticks_since_sent += 1;
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if (this.#ticks_since_sent < SEND_POSITION_TICKS) {
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return;
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}
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this.#send_timer = 0;
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this.#ticks_since_sent = 0;
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this.client.connection.send({
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type: "move",
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x: this.x,
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@@ -1,4 +1,5 @@
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import type { PlayerInfo } from "$/common/protocol.ts";
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import { TICK_DELTA } from "$/common/constants.ts";
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import type { ClientLevel } from "../level/client_level.ts";
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import { Player } from "./player.ts";
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@@ -32,8 +33,8 @@ export class RemotePlayer extends Player {
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this.pitch = pitch;
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}
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tick(delta: number) {
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const t = Math.min(1, delta * SMOOTHING);
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tick() {
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const t = Math.min(1, TICK_DELTA * SMOOTHING);
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this.x += (this.target_x - this.x) * t;
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this.y += (this.target_y - this.y) * t;
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this.z += (this.target_z - this.z) * t;
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